About the tower buff/nerf
I don't think you really get the point Riot. The issue with turrets being too weak was not even touched. You added 300hp which is nothing when a
aa crit hits for over 600 damage. Then you went and nerfed the turrets by removing 10% damage reduction from minions meaning groups of minions will kill turrets faster.
The issues with the turrets, Riot, is that for the most part they don't do enough damage to enemy champs diving making them unreliable in any way at defending you (you know their main job). On top of them shooting spitwads at your enemies, pretending they hurt anyone tankier than a
, they have been considerably too easy to destroy since a nerf several seasons ago in which you slashed their resistances, removed the laser turrets, and the shield from the tier 2 and since you made the bot lane turret the weakest in the game pre 10 minutes. Adding two
to their health pool didn't exactly do anything to help them take more dps. Plus you guys went and nerfed their resistances to minions by 10%.
I don't know why you think making turrets take more damage makes them less paper. [sg-lux-2]
Turrets need an actual reliable damage output to make turret diving more risk/reward. I do not know which is the best way to go about this but a few ideas are something like increasing the first several hits to a %hp that is actually punishing to champions that are not as paper as
. Or making it so greater health champs like
can't just sit under towers taking 10+ shots and barely feeling it.
These are purely just suggestions, I'm sure the Community can come up with better ones below. [sg-miss-fortune]
As a last note, if you are going to "buff" towers to make them less paper actually commit to buffing them and dont barely "buff" them while making them take more damage. [slayer-jinx-unamused]
taking turret aggro and then laughing with his hyena skin XD